Stationary NPCs, unfortunately, DO NOT move outside of combat. You can't push them aside. In many cases, like the bank teller here, initiating combat probably won't help; they may spin around to face your party, but that's the limit of their move, and they're still blocking you.There are several other places where this can occur. You can, in fact, hose yourself over completely, possibly to the point where you *cannot* complete the game, with a combination of bad timing and just going to the wrong places at the wrong times. And this can happen pretty damn early in the game: the Trynton Trees.
(The scenario for that: fix the broken bridge to the rattkin tree, cross over for a while, but don't get the breeder rats killed. The Trynnies will permanently station guards atop the bridge leading to the rattkin bough, and you can't get through or around them. There's a back door on and off the rattkin bough, but it starts out as only an exit off the bough...can't get there from the rest of the game UNTIL you've been on that bough. The only possible solution at this point would be to go Hostile with the Trynnies as a whole, which you could do, but this may conflict with getting the other, essential Trynnie quests.)In the bank: there IS a way you can initiate the combat, but...that means you'll be killing the teller, yes.
LAST EDITED ON Dec-20-01 AT 02:49 AM (Pacific)Heh. "Just kill them." Good thinking, Horror Byte. Brilliant.
I like the initiating combat idea ... often when 'combat mode' is on, people react by running around.
Otherwise, all I can suggest is shoving into people really hard and continuously. I often get stuck (though usually not trapped) by hordes of swarming guards in Trynton, Mt. Gigas, etc. and I have found that you can often push past them if you are persistent.
Another thought: save and reload. Might help.
One other idea: just leave the game running and go do something else. Maybe if you're lucky some Savant Guards or something will wander into the bank and you can start another full combat with them ... the guard and teller will move again in this case?
Yep, I sure did love Might and Magic VI & VII for dealing with this problem. You had a 'yell' key which would make your characters scream at friendly NPCs nearby, causing them to get the hell out of your way.
I also fondly remember in Wizards & Warriors when the one frog person wouldn't get out of your way in the village tunnels. The trick there was to kill him in one blow so he didn't have time to call for help from the rest of the village. There was no other way around this poor sucker if you happened to have the wrong hardware configuration or whatever. Sweet.
You may have to end up restoring. Let us know how it works out.
Yes, definitely, especially since it has been out for quite a while and you can doubtless get it pretty cheap. Check eBay.Wizards & Warriors has a few problems and design mistakes, but it is a pretty good game. Frankly, Wizardry 8 puts it to shame in my opinion, but I have always been more of a Jagged Alliance fan than a Wizardry fan. W & W is a lot more serious and a lot more linear, and your characters don't talk, but otherwise it is pretty similar to W8. I played it addictively for months even though my old computer couldn't really handle it. I've really been meaning to install it on my new machine and go back and finish it.
Another note relating to the original topic: I discovered a way to make at least the trynnie guards get out of your way when they are caught on a door or whatever. I was astonished at how effective it was. Just going into combat mode didn't do anything, but I had one of my characters cast an area effect attack spell (even though there were no enemies around) into the air. The trynnies went nuts and started running all over the place. Then I left combat mode and they calmly got back into formation and walked off.
Congratulations on making it out of the bank
Couldn't resist to add my 2¢ to this W&W opinion...When I ordered W&W I was exalted; finally another RPG from
Master Bradley (although I'd only played Wiz7 so far). When the
game arrived I installed it, which took a long, long time since
it installed hundreds of BMPs, hundreds of WAVs and so on, about
over 1000 files in all (the uninstall takes forever as well).
When I started to play in the city where I'd create my gang, the
game would crash with a malloc (memory allocation) error. It took
me quite some time to figure out that my CD was slightly faulty,
and I had to inbstall it from my CD writer to get it to run,
which had a better error control (needless to say, I took this
opportunity to throw out my CD-ROM in favor for a DVD)
After finally being able to play, I noticed some design flaws
that gave the game a highly unprofessional look.
-Graphics-
All NPCs, when talking to you, gesticulate as if they'd like
to hurt the air around them. It just looks silly. They
often talk lengthily, always one sentence at a time, and it
takes forever to display, which is stupid since most NPCs aren't
voice-overed anyway.
The interface is filled up with junk; the viewing window is
smaller than in Wiz8 on the smallest setting.
-Sound-
Nothing spectacular, very few voices. The music can and will be
turned off. Your Chars (as posted above) don't talk. A shame.
-Game Design-
The classes are pretty standard. The races have some interesting
choices: pig-like creatures, rat-like creatures (can you say
Rattkin?), Pixies (faerie equivalent), tigers, elephants (!),
lizards, and your standard human, elf, gnome and dwarf. Three
classes can only be chosen by solving a special quest during
the game. That idea is nice, but two of these can only be
reached in the last dungeon. 
You can use horses on land and boats on water. The horses
don't give you more speed though.
-Story-
Confusing, to say the least.
-Play Balancing-
99% of the monsters were OK for your level. You had your hard
and your easy fights. But there were the lilies... Imagine a
Wiz8 iron weed that only appears in numbers of 3-4, and each one
sprouts a nauseating vapor that hits you every round for about
40 HP, while you have about 100. These appear first in the
wilderness, where there are tricks to kill them at range
without them being able to reach you. When you meet them in the
boogre cave though, all hope is lost. With a hex editor, I
hacked my party's HP up to 5000 and I still lost half of this
insane amount killing these buggers. Playtesting? What for?
-Combat-
In Wiz8, (round-based or not) combat starts as soon as the
monsters see you. In W&W round-based combat starts when you
reach melee. Until then, it's real time. Consequence: casting
spells at distance is very hard as you have to click quite a lot
to use your spell, and the game is not halted while you use the
menu. Therefore: in W&W, if you see a powerful spellcaster
or breather (lilies) from quite a distance, you're toast.
-Spells-
Divided in 6 realms, like Wiz. You can't cast anything in town,
the towns are just sort of an interface menu to reach the shops.
If you want to cast a spell on your party, you have to leave the
town.
-Items-
You can specialize in different weapon types, but the only
useful weapons you find are swords... (However, Wiz8 has also
a slight problem with that, or did anyone find a good axe
lately? My ranger kicks ass with the giant sword at Sword skill
of 2, while he couldn't hurt a fly with Hand axe and Axe skill
of 60)
These are quite a lot of rants, so you might wonder, if it's
worth it. To answer your question, I played it to the end, which
I wouldn't have done if it's a total loser. But be warned that
if you compare W&W to Wiz8 (which you'll probably do) W&W loses
10 to 1. I won't play it again (little replayability). And
concerning the technics, hundreds of uncompressed files don't
especially speak for good programming (didn't Bradley hold back
Wiz7 for months so he could put it on only 2 diskettes?).
Hope this helps
-- The Duke